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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969817 times)

majikero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6585 on: October 10, 2013, 10:00:04 am »

I'm pretty sure a sniper with gunslinger would make a decent infiltrator. Equip him in chitin and he should be as tough as a squaddie in skeleton armor. Maybe some gene mods too but that makes him more valuable to lose.
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6586 on: October 10, 2013, 10:04:09 am »

Yeah, I'm pretty sure the only class that would make a downright bad infiltrator is a heavy, and the article already said they can't infiltrate anyway.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6587 on: October 10, 2013, 10:13:22 am »

I dunno. Heavy would be pretty good for infiltrator IF they could actually use grenades, heh. (Or a pistol, which right now they can't use)

Their infiltration would be more of a controlled demolition, admittedly - but yeah, as mentioned, that won't be a thing anyway.
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6588 on: October 10, 2013, 10:47:20 am »

I think, though ... you are guaranteed a psi dude the first time you put people in the chamber?
I recall this not being the case. You're just really likely to have someone with high will by the time the Psi Lab is unlocked, and thus very likely to have your first testers be psis.
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kaian-a-coel

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6589 on: October 10, 2013, 11:03:38 am »

and you NEED one, IIRC...
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6590 on: October 10, 2013, 11:15:09 am »

Huh I wonder if the Agents will get the default pistol or will they be able bring along laser/plasma pistols? Personally I'm considering support because of their extra mobility with the sprinter, who knows maybe those three tiles will save a life?
Based on this video, you can take a higher tech level pistol.

GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6591 on: October 10, 2013, 11:54:14 am »

I think, though ... you are guaranteed a psi dude the first time you put people in the chamber?
I recall this not being the case. You're just really likely to have someone with high will by the time the Psi Lab is unlocked, and thus very likely to have your first testers be psis.

I'm going to assume the odds are skewed until you get your first one though. I often play Classic Ironman with the second wave psi reduced option, and I always get my first PSI easily, and then take forever to get another, despite the fact that my later entries to the PSI chamber almost always have higher willpower (thanks to getting around to purchase Iron Will and generally having more top-ranked units).

Much like the aiming thing, where on most difficulties every shot missed increases your odds of hitting with later shots, I'm guessing the game is cheating in your favour in regards to that first Psi unit. Maybe not guaranteed, exactly...

Edit: Okay, found the actual equation.

Odds are based on the number of psionic soldiers you already have. This is the single most important factor determining whether or not you will get a PSI unit. So yes, your odds are significantly better until you get your first PSI solider, and then it plummets.

iChance = int(float(iTraineeWill) / class'XGTacticalGameCore'.default.SW_RARE_PSI);
iChance /= float(1 + BARRACKS().GetNumPsiSoldiers());
return Roll(iChance);


Note that this is with the second wave option enabled. This is less important for "normal" mode, in which case units of the third rank have by far the highest chance of being gifted, while your average higher ranked units have a lower chance (although those with high will are a bit better off) and rookies have a slightly higher chance than the average top ranked soldier but less variance. Never ever test a soldier of rank 6 or 7 - they have lower will AND no bonus whatsoever.

See:
iTraineeRank = arrCandidates.Find(kSoldier);
if(iTraineeRank >= 0 && (iTraineeRank < 6))
{
    iChance += Max(0, 75 - iTraineeRank * 20 - iGiftedSix * 40);
}


There are 8 ranks, and units below rank 6 get a significant bonus to their PSI chances. This additional bonus does NOT apply when the second wave option is enabled.
« Last Edit: October 10, 2013, 12:20:27 pm by GlyphGryph »
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6592 on: October 10, 2013, 12:25:30 pm »

Much like the aiming thing, where on most difficulties every shot missed increases your odds of hitting with later shots

Uhhh.... what? That's not most difficulties, that's half difficulties and when you have dead soldiers already.


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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6593 on: October 10, 2013, 12:30:54 pm »

I thought it was still there to a certain extent of that in Classic, and last I looked I don't remember the code being tied into having dead soldiers, but I could be wrong. I'm having difficulty digging up the details again.
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6594 on: October 10, 2013, 12:33:12 pm »

http://ufopaedia.org/index.php?title=Difficulty_(EU2012)

Classic is really normal, and Impossible is hard. Which makes sense because normal is easy, and easy is effortless.
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majikero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6595 on: October 10, 2013, 01:16:38 pm »

I thought easy is pointless. I mean, you have to deliberately try just to fail it.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6596 on: October 10, 2013, 01:19:14 pm »

I thought easy is pointless. I mean, you have to deliberately try just to fail it.

From what I gather Easy is for people who simply want to play through the game. Failure isn't what they're looking for, nor are they looking for more than a moderate amount of thought or challenge to ever crop up.

Not really something people on this board are going to be able to relate to in a strategy/tactical game but...a lot of people are like that.

Personally, I haven't actually tried playing on anything less than Classic, so I don't actually have a good grasp on the lower difficulty levels.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6597 on: October 10, 2013, 01:36:01 pm »

If you stun an Exalt agent, does Valen still... do her thing?
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6598 on: October 10, 2013, 01:44:24 pm »

I believe they said the Exalt won't let themselves be taken alive.
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Furtuka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6599 on: October 10, 2013, 01:45:03 pm »

Apprently if you try it they'll poison themselves judging by the achivement icons
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